Quote Originally Posted by Kurald Galain View Post
...well, except for rules-light systems, and rules-moderate systems...

Both GURPS and D&D are easily in the top five most complex roleplaying games out there. Most other RPGs aren't even close, and as a result are really easy to learn.
Point, but I find rules-light systems to be inviting more arguments and bickering than they prevent.
Quote Originally Posted by PinkysBrain View Post
Lets say you are a munchkin optimizing for adventuring in a high fantasy setting ... can you honestly say a character without disadvantages/pacts will get anywhere close to one created with those tools? These systems are ideal for min/maxing AFAICS.
Close? Sure. The character who took disadvantages will have an edge, but the disadvantages will be a burden. If he goes crazy with them they will also be a burden for the whole group (which is why the Basic Set urges GMs to set a hard limit on disadvantages).

The real "munchkin exploit" in GURPS is buying down attribute levels (which are counted as disadvantages), which is closer to just taking 8s on irrelevant stats in a point buy game. You'll see people on the Steve Jackson Games forums talk about IQ! or HT!